Fallen Spirit
Not all denizens of the upper planes serve the will of the gods that created them. Those who stray too far from the ordained purpose invoke divine wrath. These wayward celestial beings are branded as Fallen Spirits and hurled from the heavens to be imprisoned in mortals to atone for their sins. Some swear revenge upon the heavens while others seek reconciliation.
Goals:
Redemption: The Fallen spirit yearns to be atoned of its prior banishment and will take actions it sees as bringing it closer to such
Benevolence: The Fallen spirit retains their celestial nature, taking actions which assist those of innocent nature
Protection: The fallen spirit intervenes where danger may exist
Fallen Archon
Medium Celestial (Shapechanger)
Armor Class Bonus +2
Speed 30 ft.
Damage Resistances radiant
Senses darkvision 120 ft.
Languages Celestial, and any languages you know
ACTIONS
- Celestial Ward. The Archon grants one target it can see within 30 feet CON temporary hit points. It cannot target itself with this feature. (Empowered: Double Hit points)
- Divine Challenge. The archon makes an attack with your manifest weapon,(Empowered: on hit that creature also has disadvantage on attack rolls against targets other than the Archon until the start of your next turn.)
- Holy Judgment If you have hit a creature with a manifest weapon attack this turn, all creatures allied to that target and within 5ft of it make a wisdom save vs taking half the damage of the attack (Empowered: All creatures within 15ft)
Control
The fallen automatically "gains control" on your next turn if you break one of the following rules:
1) Attack a creature which is prone or incapable of taking actions
2) Causing harm to a creature that has not dealt any harm
3)
Angel Blood
Beginning at 1st level, when you are bound to this spirit you draw on it celestial birthplace. Your spirit mantle damage reduction also includes radiant damage, and one ally of your choice adds a d4 to their saving throw, whenever an effect is triggered.
Your Manifest weapon takes the form of Lance. Which deals radiant damage
Channel Divinity: Touch of Mercy
also at 3rd level, you gain an additional channel divinity option which you can use to greatly restore your allies. As an action, touch one living creature you can see within 5ft, that creature is restored to 1/4 hp(if they were below it) and has all conditions (except for curses) of your choice removed from it.
Holy Zeal
At 7th level, Divine power infuses your weapons with a desire for justice. As a reaction to a creature you can see being hit within 15ft of you, you may move towards the attacker and make a melee attack if you are able.
Also, your attacks against any creature marked by Divine Challenge score a critical hit on a roll of 19-20 on the d20. This increases at 13th level (18-20) and 20th level (17-20).
Celestial Wings
At 13th level, Your zeal has regained some of your Spirit's lost power. Your Archon Form gains a flying speed equal to its walking speed. You gain the Lance weapon mastery "Cavalier", and while using your archon forms fly speed, you count as mounted for the purposes of that mastery.
Divine Avenger
Finally at 20th level, You can fully channel the divinity of the Spirit bound to your mortal flesh. Your Archon Form gains the following benefits:
- You assume the true appearance of your Fallen Spirit.
- When you miss a target with a weapon attack, the next attack made against that creature has advantage.
- Whenever you score a critical hit against a creature, it is blinded, deafened, and cannot speak for 1 minute. At the end of each of its turns, it can make a Constitution saving throw, ending one condition on each successful save.

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